Originally Posted by
Milton Shupe
Melo, thank you; happy the videos are proving useful to you.
Re: Prop blades - I've built them several different ways. Probably the easiest is to use a cylinder standing vertically to start with around 8-10~ segments. Use non-uniform scale to flatten (all but the shank end), and shape the leading/trailing edges out from the rounded shank. Shape width wise using non-uniform scale. Once you have the shape you want, then go to the Top view, and start gentle twists of the blade segment vertices using the rotate tool. Your data should have the targeted twist at the 30"~ station. Compare your result to pictures of your blade and tweak to perfection.
Re: Fuselage - I do it both ways usually in the same project. I keep both sides together because its the only way to use the non-uniform scale tool effectively (and I use that often). If I am focused on reconstructing a lot of polys by hand on one side, (which I do often for clean mesh), I will then delete one side, clone the remaining side, set the X pivot to 0.0, clone and mirror, and put the halves back together with a Weld at .004m. Because that project fuselage was a cylinder, there were no real mesh anomalies to cause me to have to do that.
I did however do that when making the windshield framework because of having to adjust so many vertices. It was simpler to adjust one side, clone and mirror.
Bookmarks